Quote from TheOmegaLeaf »I have read your commander deck list and I really want to make a jhoira commander deck. The thing is that I started mtg at the start of this year so I only have cards from theros and onwards. Is there any good cards that would fit in a jhoira edh deck?
Full disclosure, I don't play Standard. So if I miss anything, that's why.
You can build a reasonable Jhoira deck using only cards in Standard. The problem comes when you say "How do I win?" If you don't go for some sort of combo, then you are just trying to beat people to death. The best beaters (Eldrazi, Blightsteel or even just Inferno Titan) are all out of Standard. You could try and kill people with creatures like Tromokratis, but then you might just think, I should be playing Surrak and have access to all the green creatures like Hydra Broodmaster.
I would go out and get a copy of Obliterate or Decree of Annihilation before I started building Jhoira.
You can also make a fairly decent dragon tribal Jhoira using a lot of the dragons in Standard.
I'm going to include cards that have just rotated out of standard with Khan. I think if you do some binder hunting then you can snap up a bunch of these now that they are dropping in price.
Stormtide Leviathan - This is your bread-and-butter "budget beater". It does everything you want. It beats, and it slows the game down to your budget pace. And it fixes your mana.
Utvara Hellkite - This is about the fastest "budget" clock you have that just rotated out of standard and so you might get one for cheap.
Spawn of Thraxes/Scourge of Fleets - If you play an almost all basics land base, you should consider these. They don't combo with MLD. They don't kill people quickly. But they are dollar rares that you might have, that don't have irrelevant abilities.
Arbiter of the Ideal - Value card. 4 damage is not much of a clock, which might be helpful so that people don't kill it. Generally though, cards like Future Sight are better for this.
Master of Predicaments - Maybe this works. Especially when people don't know your deck. You can also use it politically.
Soul of Shandalar - The "3RR: 3 to player and 3 to dude" is not irrelevant." It really is only 6 power on the table, but at least its got a mana sink.
Soul of New Phyrexia - Indestructible is super relevant versus some player's decks. Its not Avacyn, cause you have to keep mana open (that's the reason Bribery is better than this btw, just steal an Avacyn).
Diluvian Primordial/Molten Primordial - Value beaters who let you steal other people's things. Theft is always a good tactic when on a budget.
> Clone and Theft
Clever Impersonator - This card is just bonkers. And if you can't afford money cards, just clone other peoples stuff.
Hellkite Tyrant - You'll never pull the wincon off, but at least you can steal some good artifacts. Remember that you gain control of them forever, not just until Hellkite Tyrant leaves play.
Felhide Spiritbinder - Maybe. Its worth considering.
Stolen Identity - Again, if you can't afford money cards, try cloning them. Unfortunately, this gets outclassed by cards like Phyrexian Metamorph.
Zealous Conscripts - Combos with Kiki-Jiki but he's gotten really expensive lately because of Modern. Still, stealing a big beater and then hitting that player with it works. Especially if you play some sort of sac outlet. Eg, Greater Gargadon style deck, with Dominus of Fealty, Insurrection etc etc.
Springleaf Drum - You can tap Jhoira for mana with this since you are rarely going to be attacking with her. Its really only going to be good if you play a lot of Inspired dudes that are in Standard, "No good attacks, pass turn. End of your turn, tap my dude"
Chromatic Lantern - I'd try and pick one of these up. It lets you play a little bit more greedy on your mana base.
Izzet Cluestone - Its a common. If you need to make it to 99 and have a one...
Treasure Cruise - If you're playing a slower long game, then this is going to just be " : Draw three". Maybe it's a nonbo if you are playing cards like Snapcaster Mage, but you said standard.
Keranos, God of Storms - Just value. Slow though.
Mercurial Chemister - This guy is good in games that slow right down. As soon as you get more than two activations of his "U: Draw 2" then you are on route to value town. It is really going to depend on how fast the games you play are. And I'd probably only include him if you had one, I wouldn't be looking for him.
Cyclonic Rift - This card is blantantly unfair. You should play it.
Curse of the Swine - Really depends on what you are up against. If you playing against decks where "exile" is important then play this. In most cases though cards like Blasphemous Act are better.
Vandalblast - Really shines in games where people have mana rocks and greedy artifacts.
Rapid Hybridization - One mana answer to a lot of problem generals. There are better answers like Hinder, but this is a common.
Howl of the Horde - If you end up getting your hands on a card like Time Warp, I'd consider this. Its a good cheap dollar rare addition, and it does some unfair things. But I would really look at the number of instants/sorceries you are playing before I added it.
Firemind's Foresight - There are a lot of combos with this card. Remember that it is only instants though. The "instant win" is Reiterate, Reset and Lightning Bolt to win on next opponent's upkeep. But you can get plenty of value of this regardless, especially if you get a copy of Mystical Tutor. For example, you could easily cast it end of turn for a Mystical Tutor, Increasing Vengeance and any three CMC instant, and then Mystical Tutor for Temporal Mastery, copying it a bunch with Increasing Vegeance. But you only play it if you have the cards to support it.
Enter the Infinite/Omniscience - If you can pick up a copy of both of these, you can play them. Just be warned that once people catch on, they will try and deck you.
Chariot of Victory - You really should be playing Lightning Greaves because it protects Jhoira and it enables your late game fatties to come crashing in on the turn you play them. However, its entirely possible that this card is good in a budget Jhoira deck. Especially if you are trying to make it up to 99. It gives you first strike and trample, which means that your big 6/6 dudes aren't getting chumped. But other than that, it doesn't do much, and its the same CMC as Jhoira which is awkward. So its worth a consider and might be an early addition and early replacement.
That's a good starting point. I'd be looking at building up to 99 with any of these cards, and then doing some trading for some of the big hitters from previous sets.